Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Intuitive Crowd Behaviour in Dense Urban Environments using Local Laws
TPCG '03 Proceedings of the Theory and Practice of Computer Graphics 2003
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2006 Papers
Self-Organized Pedestrian Crowd Dynamics: Experiments, Simulations, and Design Solutions
Transportation Science
Controlling individual agents in high-density crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Graphical Models
Being a part of the crowd: towards validating VR crowds using presence
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 1
Creating crowd variation with the OCEAN personality model
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 3
Adding variation to path planning
Computer Animation and Virtual Worlds - CASA'2008 Special Issue
Interactive Control of Large-Crowd Navigation in Virtual Environments Using Vector Fields
IEEE Computer Graphics and Applications
Indicative routes for path planning and crowd simulation
Proceedings of the 4th International Conference on Foundations of Digital Games
Development of a computational cognitive architecture for intelligent virtual character
Computer Animation and Virtual Worlds - CASA' 2009 Special Issue
Aggregate dynamics for dense crowd simulation
ACM SIGGRAPH Asia 2009 papers
Directing Crowd Simulations Using Navigation Fields
IEEE Transactions on Visualization and Computer Graphics
Hi-index | 0.00 |
This paper presents a novel approach for individual agent's motion simulation in real-time virtual environments. In our model, we focus on addressing two problems: 1) the control model for local motions. We propose to represent a combination of psychological and geometrical rules with a social and physical forces model so that it can avoid individual agent's local collision. 2) Global path planning algorithm with moving obstacle. We propose a more efficient algorithm by extending the indicative route method. Experimental results show that the proposed approach can be tuned to simulate different types of crowd behaviors under a variety of conditions, and can naturally exhibit emergent phenomena that have been observed in real crowds.